Complete
Newbie's
Guide v1.04
Contents
Introduction Character Page Name Level~ Battle level
~ job level
Reputation and Dignity Stamina Mana Battle Records
~ Time Circle
Individual Arena Family ArenaPrimary Attack Grade and Damage Secondary Attack Grade and Damage Concentration and Hit Rate
Defence Grades and Defences
~ Melee Defence
~ Range Defence
~ Magic Defence
Elemental Attribute Elemental Resistance Character and Partners~ Pets
Map of NosTale Skills
Education Skills Basic Skills
~Basic Skill upgrade : Plus Skill Deleting Basic Skills and Plus Skills Specialist skills
Elements Elemental Energies
~ Elemental Bonus
~ Elemental Formulaes
Fairy Classes Basic Classes~Beginner
~Swordsman
~Archer
~Mage
Specialist SP Leveling above 20 SP upgrade SP points SP classes~ Special SP Cards
---Chicken Costume Card
---Pajama Card
---Jajamaru Card
~ 1st SP Cards
---Warrior Card
---Ranger Card
---Red Mage Card
~ 2nd SP Cards
---Blade Card
---Assassin Card
---Holy Mage Card
~ 3rd SP Cards
~ 4th SP Cards
NosMate Pets Partners Monsters Time-spaceComplete and failure Hero Mission
Instant Mission Mission Screen Chest and Leavers TS Commands NPC Item system Strengthening Equipment Rarity Fusion Adding Options
~ Cellon Table
Refining Gillion Stones Item list
Eva Energy
Non-NPC Retail Item
~ Time-Space Stones
~ SP Rechargers
~ Potions
~ Equipment setting
~ Materials
~ Recipes
~ General Items
~ Monster's Etc drop
~ Pet items
~ Seals
RaidCommon Raid tips Snowman Raid Chicken-king Raid Mother Cuby Raid Xysenshrub Raid Dark Castra Namaju Raid Jack Spider Sladheim Mini-land Moving NosMates
Installing Mini-land structures
~ Install Mode
~ Delete Mode
Mini Games WareHouse CommunityChatting
Using the Note system Family
Party Trading Events
~ Rainbow Crystal Battle
~ Land Of Death
~ Instant Combat
~ Ice Breaker
Others Shortcut keys~ Function keys
~ Character shortcuts
~ NosMate shortcuts
~ Mouse keys
CreditsIntroduction
This is the biggest and longest guide written by LoneAngelz so far. Also helping out in the guide are the Following people: Moja, Conspiracy, Misako, Thomasuen, Tikio, Nelson and not to mention; the team of Envy. Special thanks to Moja for supporting me all the way.
This Project, the “Complete Newbie's Guide”, is aimed at newbies trying to get hang of this game. It covers nearly everything you need to know as a new player in NosTale, and some other tips for you to excel in the game. This guide aims to be able to solve the common problems faced by new players. I hope this would be useful to everybody who reads it.
Special thanks to other contributors of the forums, my friends, my family.
Please pardon my poor English or spelling mistakes as this guide is typed by myself without checking.
Colour codings:
Red: IMPORTANT! / Formulas
Green: Examples
Blue: Extra information
Short-forms used: HP: Health MP: Mana SP: Specialist TS: Time-Space PvP: Player vs Player k: Thousand, 1000 m: Million, 1000000
WARNING: Contains NOOB information. If you think you’re pro, DON’T read it.
(no offence to pros.)
NOTE: ALL INFORMATION ARE TRUE AS OF 03/04/08.
Character Page
Open up the character page with the button “P” on your keyboard. You may find some icons and stuff that you do not understand. In this section, we tell you what it is and how it works.
Now let’s look at them in details;
Name
This shows your Character Name. Not much needs to be said on Character Name as it appears on every game you play.
Level
There are 2 types of levels. Battle Level and Job Level. For every monster you kill, you will gain experience for both your Battle Level and Job Level. The amount gain for these 2 types of level may be different, but do not worry if one of the levels are higher than the other, its just normal.
Battle Level
gives you stat points. You do not see these stats point because it is automatically added into the stats of your character. Your Battle level is also shown in the number of the top left hand corner of the screen, and visible to others who view your profile.
Job Level
Job Level, commonly known as jlvl. You do not gain stat points when you level up your Job Level, instead, you gain CP. CP is used for learning and upgrading skills, but this does not apply to specialist classes. CP and Specialist will be discussed further into the guide.
*Note: For every 10% you gain on your Battle Level, it returns you to full HP and MP.
Reputation and Dignity.
Reputation is used for equipping SP cards. Currently, there isn’t much use for Reputation now and there are no penalties for having a low reputation as well. Reputation is also shown in your Profile.
You can gain reputation by: • Completing normal TS
• Completing any hidden TS or Instant TS • Killing other players in Time Circle • Instant combat
• Ice breaker
• Visitors to your mini land.
As you gain dignity, the icon by your name changes, here shows the name of the icon and its name:
[list] • Beginner • Trainee • The Experienced • Battle Soldier • Expert • Leader • Master • Nos.
Dignity is Shown as a number from 100 to -1000. The highest dignity you can have is 100, and the lowest is -1000. Unlike reputation, dignity can decrease.
You can gain dignity by
• Completing part of main quest • Completing Sub quest
• Completing TS of the same act. (for e.g.; ts1 is from act 1-1) • Drinking dignity potions
• Winning Ice breaker • Winning Instant Combat • Winning Time Circle
• Killing Monsters that are higher level than you
You can lose dignity by
• Failing any TS
• Dying in general map • Challenging Loser Mode
Having a high dignity does not give you bonus or advantages, but having low dignity can give you a serious disadvantage. The disadvantages are listed below:
In decreasing order:
<Prefix title, Dignity range, Disadvantage faced> • Normal, 100 to -100
• Suspected, -101 to -200
• Bluffed name only, -201 to -400. 10% increase in price when buying shop items. • Not qualified for Leader, -401 to -600. 20% increase in price when buying shop
items. Cannot catch pets.
• Useless, -601 to -800. 50% increase in price when buying shop items. Cannot catch pets.
• Stupid minded, -801 to -1000. 50% increase in price when buying shop items. Cannot catch pets. Cannot control/use nosmates.
Stamina
Stamina is commonly known as health or HP. HP is the key to survival. When your HP is down to 0, you will die. (When u die, u can revive yourself with 10 seeds of power at the spot u die, or teleport back to town. In some maps and TS, death penalty does not apply.) HP can be restored by: Snacks, Food, Dishes, pPotions, Sitting down (rest), Natural healing (skill); Snacks, Food, Dishes and Potions are discussed later in the guide, in the Item list section. HP is also used in some skills.
HP is not shown in Profile.
Mana
Mana is sometimes known as Energy or MP. MP is consumed when Skills are used. Some monsters can drain your MP as well. MP can also be restored by: Snacks, Food, Dishes, Potions, Sitting down (rest), Natural healing (skill). When your MP is insufficient to cast a spell, the message “you are lacking MP for battle” will appear.
MP is not shown in Profile.
Battle Records.
Battle records are records that shows your kills and death against other players in the arena. If you PvP outside of the arena; with a battle potion, does not affect your Battle Records if you kill somebody or you die.
Time Circle
Under the words of Battle records, there is a row of words that say; R, W and L. These values only changes when you battle in the Time Circle, and only matches won and lost are recorded. The amount of kills and deaths in the Time Circle is recorded in the “Kill, Dead, CBK”. Dying in the Time Circle do not require gold or seeds of power to revive,
and neither will you have Weakening rebirth. Entering or creating the Time Circle is free as well.
• R, stands for Total matches; this only includes wins and loses, draws are not added in this amount.
• W, stands for win • L, stands for lose
*For example, I won a time circle. I killed 10 times, while dying 2 times. My battle record will change by: +1R, +1W, +10 Kill, +2 Dead.
Individual Arena
The most popular arena. It cost 500 gold to enter and you can PK anybody inside. Kills and Deaths and recorded in the last row of this box. You can party up and go against others, but limited to 3, a party. Dying in the Individual Arena requires you to pay 100gold to revive at the spot you died. No seeds of power required, and no weakening rebirth, but you will lose all buffs you have recieved.
Family Arena
It cost 1000 gold to enter. Here, all members of a same family is automatically in a team. Although it doesn’t show up anywhere that there is a party, but you can't hurt any of your family members in this arena. There is no limit to how big your party can be in this arena. Similar to the Individual arena, Wins and deaths are recorded in the last row of the box and requires you to only pay gold to revive.
Primary Attack Grade and Damage
This is the attack grade and damage of your primary weapon. (Primary weapons are Swords, Bows, and Wands.) Firstly, you can see a damage range. This damage range is not the damage you deal to the opponent, but just a gauge. The actual damage you deal to the opponent is affected by your attack grade, the opponent’s defence and defence grade and other elemental factors.
Another thing that affects your damage is the attack grade. The attack works in a simple way, and follows this formula:
Your Attack grade – opponent’s Defence grade = Grade difference effect (%Increase/decrease)
The Grade difference effect is shown below: 0 grade = 0% 1 grade = 10% 2 grade = 15% 3 grade = 22% 4 grade = 32% 5 grade = 43% 6 grade = 54% 7 grade = 65% 8 grade = 90% 9 grade = 120% 10 grade = 200%
(for example: I have a Primary weapon 100~200, +10. My opponent has a defence grade +6.
10 – 6 = 4.
My weapon will hit an additional 32%. So, 100~200 X 132%.)
(*Note: Grade Difference only affects Damage Range.
It does not affect Hit rate/Concentration or Critical Rate and Critical Damage)
(Critical Rate and Damage applies to both Primary and Alt weapons, which will be discussed later.)
Secondary Attack Grade and Damage
This is the Attack Grade and Damage range of your secondary weapon, also known as alt weapon. (Secondary weapons are Crossbows, daggers, and spell guns.) Again, you see an Attack Grade and Damage range. The Attack Grade and Damage range of the alt weapon works the same way as your primary weapon. The alt weapon is used in some skills and even in some Specialist Classes. (Refer to above for the Attack grade table) All weapons, except wands have this: . This shows the chance to do critical and the damage. Critical chance and damage is set by the equipment you use, so it changes when you wield other weapons. The critical chance and damage can be also affected by other equipments of the character (e.g. Hat). The Change in Critical % and Critical Damage is shown in the character page.
Concentration and Hit Rate
Higher Concentration reduces the chance that your spell gets interupted when casting. Higher Hit Rate increases the chance to hit the enemy without a miss.
Defence Grades and Defences
Defence is vital for survival, so you need as much defence as possible, but there are so many types of defence, so which is which?
First, let’s talk about Defence Grades. It works the same as Attack Grades, in terms of the Grade difference effect. As mention earlier, the formula for grade difference effect still applies, but now, it’s reversed.
(For example, you have a armour with XX defence and its +5. Your opponent has a attack of 100~200 and +6 grade.
6 – 5 = 1.
You get 10% more damage from your opponent’s attack.) This grade difference, applies to:
• Melee Defence • Range Defence • Magic Defence
(*Note: Grade difference does not affect dodge rate.)
Melee Defence
is denoted by this: . The first value reduces the damage taken from short-range attacks only. The second value reduces the chance for an opponent to hit you with Short-range attacks only.Range Defence
is denoted by this: . The first value reduces the damage taken from Long-range attacks only. The second value reduces the chance for an opponent to hit you with Lone-Range attacks only.damage taken from Magic attacks only. There is no Dodge value for Magic attack, simply because Magic attack is not avoidable.
Elemental Attribute
Elemental Attribute shows the element that you are, and % bonus you receive from the fairy you equip. (fairies are discussed later in the guide.)
Lets take a look at an example.
(special thanks to Nostale In-game guide for this picture)
In this picture, the character has 50% fire element. The opponent has 21% fire resistance. The effective fire element % damage on the opponent is 39.5%. (Refer to the next post for the formula and calculation of elements)
(*Note: Attack, Defence and Grades still apply.)
Elemental Resistance
Elemental Resistance reduces element damage from your opponents.
Character and Partners
This area shows your character in the first box, and the partners you have in the next 3 box. As the picture shows, you can have a maximum of 3 partners that you can keep by your side. If you get more partners, you can discard your partners to make room for new partners. (Partners are discussed under the section: NosMate.)
(*Note: Medals equipped will show up as small icon around your character circle.)
Pets
The area shows the pets that you have. You can a maximum of 10 pets, and you will have to discard the pets when you want to catch more. (Pets are discussed under the section: NosMate.)
Map of Nostale
To Navigate around the world of NosTale, you will need a Map. Here, a detailed map is given so you won’t be lost!
Guide by Yumichuu, posted by beran World Map Version 0.9
Original Thread:
Skills
Education Skills
Education Skills raises your character's basic power. These skills are permanent and should be learnt if you have the money.
Education Skills cannot be deleted or removed.
There are some requirements to be met when learning these skills.
For higher level Education skills, some classes may not learn certain Education skills.
Basic Skills
Basic skills are the skills that u can have as normal. Learning these skills require CP and gold
Each Basic Skill takes up different amount of CP. Each skill can have up to 4 upgrades.
Basic Skill upgrade : Plus Skill
As mention earlier, each skill can have up to 4 upgrades. To be able have plus skill, the Basic skill must be learnt first. Plus skill uses CP as well.
These upgrades are denoted by their shapes: Circle, Square, Diamond and Triangle. You can have only 1 type of upgrade of each shape. Learning another plus skill of the same shape will promt you to overwrite it.
Deleting Basic Skills and Plus Skills
For some reasons, you do not need/want a Basic skill or plus skill, you can remove it to obtain the CP used for training that skill.
To Remove a Basic skill, all Plus skills of that Basic Skill must be removed first.
When deleting Basic and Plus skills, the Amount of gold that is used to learn the skill is also needed to delete the skill.
Specialist skills
Specialist doesn't need to learn skills from Calvin Coach. Skills are automatically added when you have attain the job level required for that skill.
Elements
Elemental energies
SECTION BY MOJA!
Element Bonus
Each element is superior or inferior to one another. • Fire < Light < Water < Darkness < Fire
• Superior element's attack on an inferior element: 50% additional damage. • No element is always inferior to any other elements and will receive 30%
additional damage.
This means that:
Fire against Darkness = Damage increased by 50% Darkness against Water = Damage increased by 50% Water against Light = Damage increased by 50% Light against Fire = Damage increased by 50%
Any elements against No element = Damage increased by 30%
Opposing elements gives equal additional damages to each other. • Fire <=> Water ---> Damage increased by 100% either way • Darkness <=> Light ---> Damage increased by 200% either way
Having resistance that are greater than 100% will be treated as 100%. (You DO NOT gain more protection by having eg. 120% resistance than having 100%
resistance.)
Negative resistance is treated as increase in attacking element %.
Element damages are always OVER AND ABOVE the basic damages (e.g they are bonus).
To receive additional element damages, you need to be equipped with the same element Fairy as your weapons/skills/accessories.
equipped with a Knight Sword (+54 light element) but have a Fire Fairy equipped.
Elemental Formulaes
Because the forumlaes are long, this post is added with colours and symbols for easy reading:
*Legend
RED COLOUR (BOLD): Denotes main formulas
RED COLOUR and * : Denotes 1st degree calculation
CRIMSON COLOUR and ' : Denotes 2nd degree calculation
*Side note from LoneAngelz: Requires sophisticated calculation, people with Grade 14 Mathematics and below has an disadvantage. Having Colour blind gives you disadvantage too.
(Final Damage) = (Normal Damage)* + (Elemental Damage)** + (Morale Difference)***
*(Normal Damage) = [(Total Attack)' - (Enemy's Defence)] x [1 + (Attack increase/decrease %)] x [1 + (Enemy's Defence increase/decrease %)]
'(Total Attack) = (Basic Attack) + (Equipments' Basic Attack) + (Status effects causing Attack increase/decrease) + (Skill's Attack) + 15
**(Elemental Damage) = [(Equipment's Element Emerges) + (Status effects Element Emerges) + (Skill's Element Emerges) + (Fairy's Elemental Attack)''] x (Elements compatibility) x (Elements Resistance)
''(Fairy's Elemental Attack) = [(Total Attack) + 100] x (Fairy's %)
To receive (Elemental Damage), fairy MUST be equipped.
When the skill's is non-elemental, (Equipment's Element Emerges) and (Status effects Element Emerges) will be given ONLY IF all the element emerges are consistent. When the skill's is elemental, (Fairy's Elemental Attack) will be given ONLY IF the both the fairy's and skill's element matches.
(Normal Damage) and (Elemental Damage) calculations that result in zero or below are treated as 0.
***(Morale Difference) = (Attacker's Morale)''' - (Enemy's Morale)''''
'''(Attacking' Morale) = (Attacking' Lv) + (Morale effects increase/decrease) ''''(Enemy's Morale) = (Enemy's Lv) + (Enemy's Morale effects increase/decrease)
(Morale Difference) can have negative values.
When the (Final Damage) is 0 or below, it is given the range of 1 ~ 5.
You may find a discussion with examples on this topic below. Discussion by Moja
Discussion : Elements Credits :
Uk nostale Jap wiki
Fairy
Characters have no element by default. Fairies are required to be equipped so as to have an element. There are 4 types of fairies representing the 4 different elements: Fire, Water, Light, Dark.
(*NOTE: Fairy do not consume food, and can be changed at anytime and at full power)
Fairies grow in levels like players. This is shown as percentage
The higher the percent, the more elemental power you gain from it.
The amount of damage affected by change in fairy's % can be calculated using the formula stated under elements
Fairies can gain levels when you kill any monster, but not 10 levels below you. It follows this forumula:
X^2 + 50
where X = current % of fairy
There are two types of Fairies in NosTale: • Normal
• NosMall
Normal Fairies
There 4 different normal fairies and they can all be obtained at different TS. • Fire - TS 25
• Water - TS 33 • Light - TS 41 • Dark - TS 46
The Fairies that you obtain in these TS starts from 0% and can only be trained up to 50%.
NosMall Fairies
The 2 categories: • Normal • Grown-up
The difference between the 2 category is: Normal NosMall Fairies starts from 0% Grown-up NosMall faires starts from 40% ALL NosMall fairies can grow up to 70%
The 4 types:
• Fire - Sallaim • Water - Woodine • Light - Eperial • Dark - Turik
Classes
Basic Classes
There are 3 Basic classes in NosTale. They are Swordsman, Archer, Mage. Also, there are 3 wonderful guides written for each class.
You can do job advancement when u have 15 Battle level and 20 Job level. But before you can do the job advancement, you are a beginner. Beginners are not noobs, they have their own sets of skills and equips.
Beginner
Beginners are a sort of special class.
They Fight with a sword/stick/hammer as a main weapon and catapult as a secondary weapon.
Although Beginners have CP, they learn a new skill for every 2 levels gain. (until a certain level)
Beginners can also go to Calvin Coach for skill upgrades to power up themselves.
Swordsman:
Fights with a Sword as a main weapon and Crossbow as a secondary weapon. Guide by scape32xz
Swordsman Guide v0.1
Archers:
Fights with a Bow as a main weapon and Dagger as a secondary weapon. Guide by Cuore
Archer guide Ver. 0.1
Mages:
Fights with a Orb as a main weapon and SpellGun as a secondary weapon. Guide by LoneAngelz
[Guide] For Mages~
If you still don’t know what is good for you, then you might want to see this guide. It compares the advantages and disadvantages of different classes. Some classes that the
guide compares are Specialist classes which will be discussed later in the guide. Guide by WafflePie
Specialist
Specialist(SP) Classes are special characters to which you transform using a card. By equipping and using a SP card, you can tap into the powers of the card. In SP form, you retain your basic stats, while losing your basic class skills TEMPERORY, and gaining the skills of the SP card. Changing out of the SP form will return you to your basic form, with your basic skills back. (Shortcut for Changing into SP is “G” key). Specialist also specialises in 1 element only, but there are 4 element of specialist that a player can get.
(*NOTE: You can only transform into the specialist card that correspond to your fairy's element. For example, You may not transform into a Blade using the fire fairy.)
In the SP form, you notice that your Battle Level is retained and your job level is
changed. This is because the SP class is considered a job, a temporary job. By levelling up in your SP card, you gain skills instead of CP. Most SP cards gain 2 skills per level, although there are exceptions.
SP Leveling above 20
After your SP reaches level 20, it stops learning new skills every 2 level. Instead it gains 3 points for every level you gain.
After you are job level 20, 50% of the EXP you gain using SP will be transfered to your normal job level. This means you get 50% MORE job EXP in SP form. You can train your SP card to level 99 and gain 3 points per level, till you max it.
When you get points after you level up your SP card, you can choose to pump the points in 4 different attributes.
• Attack: Raise your pure attack power +5, but does'nt affect concentration or hit rate.
• Defence: Raise your pure defence power by +1, but does'nt affect dodge rate. • Element: Increases +1 element corresponding to your SP.
• HP/MP: Increase Maximum HP/MP by 1% per point.
SP upgrade
SP job level is required for SP upgrade 20 & below: Cant be upgraded
21 to 40: Can be upgraded to a maximum of 5 levels 41 to 50: Can be upgraded to a maximum of 10 levels 51 & above: Can be upgraded to a maximum of 15 levels
Proceed to Malcolm Mix and select the SP upgrade tab to begin upgrading your SP card. Each upgrade will give you 5 bonus points to add into your SP card's attributes.
Each upgrade give you +1 to your card and wings. The more upgrades you have, the more impressive the wings that you have.
Upgrading SP card can end up in 3 possibilities:
• Success: Materials used up and card increase by +1 • Failure: All materials, except the SP card is destroyed.
• Destruction of spirit: The spirit in the card dies and cannot be used. All materials used in the upgrade is also destroyed leaving you with a un-useable card. It can only be revived with the Nosmall item: Soul revival stone.
Materials used in SP card upgrade are:
• Full Moon crystal: obtainable in any g2 games, level 5 rewards.
• Wings of Angel: obtainable from any monster (non-quest) level 55 and above. • Green/red/pure Soul: Most act 3 monsters.
• Gold: Money money!
Refer to Moja post for more infomation: Future : Upgrade of SP cards
SP Points
While in SP form, you consume SP, depending on the consumption speed of the SP you are using. SP can be refilled by the following methods:
• SP potion
• Instant SP Recharge Card • Rainbow Crystal Battle
There are two parts to a SP bar: Basic and Add
Basic shows your current SP, it decreases when you use a skill or take damage in SP mode.
Add shows your reserve SP, when your Basic SP reaches 0, the Add SP will be used automatically. It decreases the same way as Basic SP.
10% of unused Basic SP will be added to the Add SP when the server recharges your SP points at 12:00AM GERMANY TIME (GMT+1).
SP potion
There are a few types of SP potion and they are listed by their names followed by the amount of SP they recharge.
• Special Point Charger - 10k • Basic SP recovery potion - 10k • Small Special Recharger - 30k • Medium Special Recharger - 50k • Large Special Recharger - 180k
*Note: Small, Medium and Large Special Recharger are Nosmall items. Special Point Charger and Basic SP recovery potion are obtainable normally in the game. All SP pots except Basic SP recovery potion add SP to the "Add" SP bar.
Instant SP Recharge Card
This card is a special card that recharges your Basic SP by 1000. There will be NO recharge if your SP is full.
Rainbow Crystal Battle
Winning team of the Rainbow Crystal Battle will win a special buff that last 3 hours and 10k SP added to Basic SP.
This special buff prevents you losing SP while in SP mode.
More information about Rainbow Crystal Battle is given in the later section under Community.
SP Classes
Special SP Cards
Chicken Costume Card.Requires job level 1, and 0 reputation. No element.
Can be equipped by all classes Consumes 0 SP per second
This Card is a Special card. It is obtained only in the Chicken King raid. It acquires 1 skill for every 10 job levels gain.
Kicking Job level 0
Crying Job level 10
Jumping Job level 20
Pajama Card
Requires job level 10, and 501 reputation. No element.
Can be equipped by all classes Consumes 0 SP per second
This Card is also special. It is a card that does not have any attacks and only actions. It acquires 1 skill for every 2 job levels gain.
To acquire the Pajama card, you have to complete a series of quest. Here, you can find a guide that can help you a lot with this quest. Guide by Blazed
Pajama SP Card Guide
Jajamaru Card
Requires job level 38, and 4501 reputation. Fire element
Can be equipped by all classes Consumes 1 SP per second
This card is based on a cartoon superhero that wears a red suit.
It acquires 1 skill every 2 levels until level 9. Then it acquires 1 skill every 3 levels. To acquire the Jajama card, you have to complete a series of quest as well.
Credits to Beran
Request for Jajamaru sp card guide Skill Guide by Wyvern
jaja
Shuriken Attack Job level 0
Shuriken Jump Job level 2
Flame Fires Job level 4
Bomb Drops Job level 6
Replace Job level 8
Stealth Mode Job level 11
Summon Kamapakun Job level 14
Making Avatars Job level 17
Power of Empty Heart Job level 20
1st SP Cards
First SP Cards refers to Warrior, Ranger and Red Mage.
It is the first SP card that a player can get, with REAL attacks. All First SP cards gain 1 skill for every 2 job level gained.
To acquire the SP card, you will need to go through a series of quest. The guide for First SP card tells you exactly what to do.
Guide by WafflePie
Lvl 36 Specialist Card TS Guide
Warrior Card
Requires job level 20, and 1501 reputation. Fire element
Consumes 3 SP per second
For more information on the Warrior Card, refer to this detailed guide. Guide by nightning
http://www.noshaven.com/forums/viewtopic.php?t=23
Two-Hand Sword Attack Job level 0
Triple Crash Job level 2
Iron Skin Job level 4
Spin Blow Job level 6
Provoke Job level 8
Finish Blow Job level 10
Job level 12
Shoulder Burst Job level 14
Puree Job level 16
Earthshock Job level 18
Rising Dragon Job level 20
Ranger Card
Requires job level 20, and 1501 reputation. Water element
Consumes 3 SP per second
For tips and comments on using ranger skills, check this guide Guide by nightning
http://noshaven.com/forums/viewtopic.php?t=25
Archery Job level 0
Hawk Eye Job level 2
Head Shot Job level 4
Wind Walker Job level 6
Flash Bang Job level 8
Triple Arrow Job level 10
Range Boost Job level 12
Screw Bolt Job level 14
Covering Fire Job level 16
Rapid Job level 18
Thunder Storm Job level 20
Red Mage Card
Requires job level 20, and 1501 reputation. Fire element
Fire bolt Job level 0
Fire Burst Job level 2
Fire Breath Job level 4
Mana Transfusion Job level 6
Fire Storm Job level 8
Fire Lance Job level 10
Fire blessing Job level 12
Fire Wall Job level 14
Meteor Swarm Job level 16
Inferno Job level 18
Meteor Strike Job level 20
Moving on, Second SP card refers to Blade, Assassin and Holy Mage Other than the Holy Mage, the cards are attack based.
All Second SP cards gain 1 skill for every 2 job level gained.
To acquire the SP card, you will need to go through a series of quest. The guide for Second SP card tells you exactly what to do.
Guide by Moja
lvl 46 specialist guide
2nd SP Cards
Blade CardRequires job level 35, and 2001 reputation. Water element
Consumes 3 SP per second A skill Guide of the Blade SP class
Guide by Nishin
http://noshaven.com/forums/viewtopic.php?t=75
Cutting Job level 0
Cross Cutting Job level 2
Energy Blade Job level 4
Chain Attack Job level 6
Blade Protection Job level 8
Sword Storm Job level 10
Attack of Light Speed Job level 12
Recovery Breath Job level 14
Dead Hit Job level 16
Sharp Edge Job level 18
Dancing Sword Job level 20
Assassin Card
Requires job level 35, and 2001 reputation. Dark element
Consumes 3 SP per second
For tips on using Assassin, see this guide. Guide by nightning
http://noshaven.com/forums/viewtopic.php?t=70
Dagger Attack Job level 0
Cr-up Job level 2
Slash Job level 4
Job level 6
Throw Chain Hook Job level 8
Tumbling Job level 10
Thoma Hawk Job level 12
Shadow Job level 14
Storm Slash Job level 16
Deadly Strike Job level 18
Bomb Job level 20
Holy Mage Card
Requires job level 35, and 2001 reputation. Light element
Holy Attack Job level 0
Healing Job level 2
Holy Light Job level 4
Mana shield Job level 6
Heaven Song Job level 8
Cure all Job level 10
Turn Undead Job level 12
Group Healing Job level 14
Holy weapon Job level 16
Blessing Job level 18
Holy Hammer Job level 20
3rd SP cards
Similar to First and Second SP cards, they are based on attacks. The Third SP cards are: Crusader, Destroyer, and Blue Mage. These SP cards uses 3 SP per second as well. Information about the Third SP is given in this guide.
Guide by LoneAngelz
[GUIDE]Info and Skills for Third SP Class v1.9
To aquire mission;
Combat level: 55 and above To equip the card;
Job level: 50 and above Reputation: 7000 and above
Location of soul gem: Mt. Kerm Peak
Difficulty: HARD, may take 14 hours to finish mission, best way is to find a party of 3. Other notes:
• Timing to finish mission may depend on luck.
• You may aquire quest items during the mission, so do not delete them. • When the mission calls for killing of monsters, try TS 65, 62, 51 if there isnt
enough mobs to kill.
• For the first ts for this mission, there is a leaver on the right. try not to pull it as it spwans large mobs. You can pass the mission without pulling that leaver. • Recommend level 60+ to complete mission as it might be difficult.
Crusader:
Crossbow Shot Skill level: 0
Range: 7 cell (single target) Casting time: 0.3sec
Cooldown: 0.8sec Mp cost: 0
Long range attack increase: 150 Light element increase: 200
Holy Bolt Skill level: 2
Casting time: 0.5sec Cooldown:5.5sec Mp cost:20
Long range attack increase: 570 Light element increase: 450
10% chance to generate [Light of Magic]: every 4 seconds down by (caster level *4)hp, last 30 sec
Triple Boltt Skill level: 4
Range: 7 cell (special area) casting time: 0.5sec
cooldown: 34.0sec mp cost: 42
long range attack increase: 750 light element increase: 500
Holy Bless Skill level: 6 Range: self
target: enemies around 2 cell casting time: 0.7sec
cooldown: 42.0ec mp cost: 60
100% chance to generate [Holy Breath]: Decreased abilities of enemies which are not in light element for 30 seconds
Triple Charging Skill level: 8 Range: Self Target: caster casting time: 0.7sec cooldown: 50.0sec mp cost: 90
100% chance to generate [The 1st triple charging]: attack +10% for 20 seconds 100% chance to generate [The 2nd triple charging] after level 1 buff ended: attack +30% for 10 seconds
100% chance to generate [The 3rd triple charging] after level 2 buff ended: attack +50% for 7 seconds
*In short, this skill increases your power over time.
Shining Effect Skill level: 10 Range: Self target: Caster casting time: 0.7sec cooldown: 5.0sec mp cost: 40
recovers (caster level *15)HP
The Holy Cross Skill level: 12
Range: 7 cell (special area) casting time: 0.5sec
cooldown: 22.0sec mp cost: 55
long range attack increase: 700 light element increase: 500
70% chance of [Eliminate Darkness]: darkness effects cannot be applied, last for 30 seconds
Grow Shield Skill level: 14 Range: Self
casting time: 0.9 sec cooldown: 30.0 sec mp cost: 85
~no discription yet~
Pray of Defence Skill level: 16 Range: Self
target: friendly units around 4 cells casting time: 1.2 sec
cooldown: 180.0 sec mp cost: 100
100% chance [Pray of Defence]: max HP increase +15%, max MP +15%, defence grade +1, for 180 seconds
Pray of Offence Skill level: 18 Range: Self
Target: friendly units around 4 cells casting time: 1.2 sec
cooldown: 180 sec mp cost: 120
100% chance to [Pray of Offence]: attack grade +2, morale +5, last 180 seconds
Concentrate Skill level: 20
Range: 7 cell (3 cell around target) casting time: 1.0 sec
cooldown: 120 sec mp cost: 180
long range attack increase: 1500 light element increase: 2500
80% chance to [Deadly Blackout]: move unavailable, cannot avoid, cannot attack, last for 6 seconds.
Notes: Damage hits hard from 5k onwards level 20 ultimate: (holy Cross) hits 10k-30k
____________________________________________________________________
Ice Ball Skill level: 0
Range: 7 cell (single target) casting time: 0.4 sec
cooldown: 0.8 sec mp cost: 30
Magic attack increase: 120 water element increase: 250
Ice shard Skill level: 2
Range: 7 cell (single target) casting time: 0.4 sec
cooldown: 6.0 sec mp cost: 60
Magic attack increase: 250 water element increase: 600
Freezing Blast Skill level: 4
Range: 5 cell (single target) casting time: 0.8 sec
cooldown: 22.0 sec mp cost: 120
Magic attack increase: 500 water element increase: 800
40% chance to generate [Cold Fit]: reduce movement speed by 3, last 7 seconds
Ice lance Skill level: 6
Range: 10 cell (single target) casting time: 0.5 sec
cooldown: 36.0 sec mp cost: 120
Magic attack increase: 900 water element increase: 1400
80% chance of [weakening defence Power]: Defence levels are decreased down by 2, last 30 seconds
Ice Rock Skill level: 8
Range: 6 cell (Special area) casting time: 0.5 sec
cooldown: 45.0 sec mp cost: 320
Magic attack increase: 600 water element increase: 1600
70% chance to generate [freeze]: Move unavailable, no attack is allowed. last 8 seconds
Frozen Shield Skill level: 10 Range: self
casting time: 0.0 sec cooldown: 90.0 sec mp cost: 120
any attack caused (to caster) attacker to be [freeze] at 50% rate
100% chance that all attacks to be reduced by 100% damage, last 2.5 seconds
Glacier Skill level: 12 Range: self
Target: enemies around 4 cell casting time: 1.0 sec
mp cost: 200
Magic attack increase: 500 water element increase: 1000
15% chance to generate [Fear]: Moral Value is decreased by (caster level /2).
Blessing of Water Skill level: 14
Range: self
Target: friendly units around 3 cell casting time: 1.2 sec
cooldown: 150.0 sec mp cost: 550
Water element energies increase by 250 Water element resistance increase by 25
Big Hails Skill level: 16 Range: 8 cell
Target: enemies around 3 cell casting time: 0.8 sec
cooldown: 65.0 sec mp cost: 360
Magic attack increase: 1000 water element increase: 1200
60% chance to [Blackout]: Move unavailable, Any attack is not allowed, you cannot aviod it. last 5 seconds
Intense Cold Skill level: 18 Range: 6 cell
Target: enemies around 3 cell casting time: 0.5 sec
cooldown: 80.0 sec mp cost: 380
Magic attack increase: 500 water element increase: 2000
50% chance to generate [Freezing]: 100% chance of fatal attack, Any attack is not allowed, last 6 seconds
Blizzard Skill level: 20 Range: 7 cell
Target: enemies around 6 cell casting time: 1.5 sec
cooldown: 180 sec mp cost: 400
Magic attack increase: 1400 water element increase: 2000
80% chance to generate [Deadly Blackout]: move unavailable, cannot avoid, cannot attack, last for 6 seconds.
Notes: Its similar to the red mage, with more Freezing and larger AoE, not bad.
Destroyer
Fire the Shotgun Skill level: 0
Range: 6 cell Target: single
Casting time: 0.2 sec cooldown: 0.8 sec mp cost: 0
Long range attack increase: 150 Fire element increase: 180
Fast Shot Skill level: 2 Range: 6 cell Target: single
Casting time: 0.2 sec cooldown: 7.0 sec mp cost: 45
Long range attack increase: 300 Fire element increase: 350
30% chance of causing [Blackout] (Lvl 1 bad general effect, Cannot move/attack/avoid attacks, lasts for 5 seconds)
Lucky Wideshot Skill level: 4 Range: 6 cell
Target: Special Area Casting time: 0.4 sec cooldown: 40.0 sec mp cost: 70
Long range attack increase: 700 Fire element increase: 700
Probability for fatal attack is increased by 100% Booster On
Skill level: 6 Range: Itself Target: single
Casting time: 0.2 sec cooldown: 55.0 sec mp cost: 180
100% chance to generate [Booster On] (Lvl 5 good magic effect, Move speed is increased by 3, lasts for 42 seconds)
Claymore Skill level: 8 Range: Itself Target: single
Casting time: 1.0 sec cooldown: 2.5 sec mp cost: 50
After this skill has been cooled down you can use this skill again to detonate the claymore. The cooldown after doing this will be around 30 seconds. If the Claymore has been destroyed before you detonated it the cooldown will be about 1 second.)
Gas Shell Skill level: 10 Range: 6 cell
Target: Around target in 1 cell Casting time: 0.5 sec
cooldown: 60.0 sec mp cost: 90
100% chance to cause [Gas Poison] (Lvl 5 bad magic effect, Defence levels are decreased by 2, always get a fatal attack at the rate of 50%, lasts for 20 seconds. 50% chance to cause [2nd Gas Poison] upon release (Lvl 6 bad magic effect, any attack is not allowed, lasts for 5 seconds)) Burst Shot
Skill level: 12 Range: 6 cell Target: single
Casting time: 0.5 sec cooldown: 23.0 sec mp cost: 110
Long range attack increase: 300 Fire element increase: 1500 Push opponent 4 blocks Health Pack
Skill level: 14
Range: itself or 3 cell Target: single
Casting time: 0.4 sec cooldown: 100.0 sec mp cost: 85
Remove bad effects of lvl 3 or lower Boom Shot
Skill level: 16 Range: 6 cell
Target: around enemy in 1 cell Casting time: 0.5 sec
cooldown: 35.0 sec mp cost: 150
Long range attack increase: 900 Fire element increase: 1100
40% chnace to cause [Serious Bleeding] (Lvl 3 bad disease, every 2 seconds lose HP by caster lvl * 4, lasts for 20 seconds. 30% chance to cause [Broken-Heart Disease] upon release (Lvl 1 bad disease, every 4 seconds lose MP by caster lvl / 3, move speed is decreased by 20%, lasts for 30 seconds))
Fire Mine Skill level: 18 Range: itself Target: single
Casting time: 1.0 sec cooldown: 60.0 sec mp cost: 160
Release 3 Fire Mines at your feet. (A Fire Mine has an area of effect of around 3 cells and an attack range of 1 cell. It will find and chase its target on its own, though the target is selected at random within a certain area. After attacking the Fire Mine is destroyed.)
Hell Drop Skill level: 20 Range: 6 cell
Target: around target in 2 cells Casting time: 1.2 sec
cooldown: 120.0 sec mp cost: 200
Long range attack increase: 1000 Fire element increase: 1500
80% chance to cause [Deadly Blackout] (Lvl 3 bad general effect, cannot move or attack, lasts for 6 seconds. Second Symptom, after 0.5 seconds, cannot avoid attacks.)
4th SP card
The Fourth SP cards are: Berserker, Beast Master, Dark Gunner. These cards uses 3 SP per second.
Information about the Fourth SP is given in this guide. Guide by Moja
Guide for 4th SP Quest
4th SP card
The Fourth SP cards are: Berserker, Beast Master, Dark Gunner. These cards uses 3 SP per second.
Information about the Fourth SP is given in this guide. Guide by Moja
Guide for 4th SP Quest
*Hammer attack Skill lv: 0
Range: 2
Target: Select one Casting time: 0.0s Cool time: 0.8s MP: 0
Short-range Attack: +120 Dark element emerges: +150
*Mad ax blow Skill lv: 2
Range: 2
Target: Select one Casting time: 0.2s Cool time: 5.5s MP: 20
Short-range Attack: +360 Dark element emerges: +500
Special effects: 10% chance of Shock Paralysis (Lv3 Bad General effect, unable to move, lose (caster lv*2) HP per 2s, last for 5s)
*Big Swing Skill lv: 4
Target: Around enemy 3 cells Casting time: 0.4s
Cool time: 18s MP: 160
Short-range Attack: +360 Dark element emerges: +300
Special effects: 20% chance of Dizziness (Lv1 Bad General effect, unable to move, unable to attack, cannot be avoided, last for 5s)
*Frantic Wings Skill lv: 6 Range: Itself Target: Itself Casting time: 0.5s Cool time: 90s MP: 110
Special effects: 100% chance of Violent Wing (Short-range Attack +400, Speed +2, All defense -200)
*Sonic blink strike Skill lv: 8
Range: 5
Target: Select one Casting time: 0.0s Cool time: 14.0s
MP: 120
Short-range Attack: +100 Dark element emerges: +250
Special effects: 30% chance of Serious bleeding (Lv3 Bad Disease effect, lose (caster lv*4) HP per 2s, last for 20s)
*Over Skill lv: 10 Range: 2
Target: Select one Casting time: 0.4s Cool time: 19.0s MP: 55
Short-range Attack: +570 Dark element emerges: +720
Special effects: 50% chance of Dizziness, 100% Hit
*Rage blow strike Skill lv: 12
Range: Itself
Target: Around enemy 2 cells Casting time: 0.2s
Cool time: 32.0s MP: 150
Short-range Attack: +700 Dark element emerges: +950
Special effects: 80% chance of Inability (Lv5 Bad Magic effect, attack/defense grade reduce to 0, last for 15s)
*Armour Break Skill lv: 14
Range: 2
Target: Select one Casting time: 1.0s Cool time: 35.0s MP: 40
Special effects: 100% chance of Broken Armor (Lv5 Bad Magic effect, defense -80%, last for 30s)
Skill lv: 16 Range: 2
Target: special area Casting time: 0.5s Cool time: 50.0s MP: 180
Short-range Attack: +1100 Dark element emerges: +1200
Special effects: 60% chance of Shock (Lv2 Bad General effect, unable to attack/dodge, Speed -3, last for 5s) *Bloodthirsty rampage Skill lv: 18 Range: Itself Target: Itself Casting time: 0.0s Cool time: 60.0s MP: 100
Special effects: 100% chance of Bloodthirsty rampage (Lv3 Good Magic effect, lose (caster lv*4) HP per 2s, Dark element emerges +500, last for 20s)
*Dimension cuts Skill lv: 20
Range: Itself
Target: Around enemy 4 cells Casting time: 0.6s
Cool time: 120.0s MP: 200
Short-range Attack: +1400 Dark element emerges: +1700
Special effects: 80% chance of Damaged Armor (Lv4 Bad General effect, All defense null and void, last for 10s)
*Roundabout Attack Skill lv: 0
Range: 6
Target: Select one Casting time: 0.1s Cool time: 0.7s MP: 0
Long-Range Attack: +110 Light element emerges: +160
*Poisonous Snake Roundabout Skill lv: 2
Range: 6
Target: Around enemy 3 cells Casting time: 0.2s
Cool time: 7.0s MP: 50
Long-Range Attack: +240 Light element emerges: +350
Special effects: 40% chance of Dizziness (Lv1 Bad General effect, unable to move, unable to attack, cannot be avoided, last for 5s)
*Lightning impact Skill lv: 4
Range: 6
Target: Special area Casting time: 0.4s
Cool time: 25.0s MP: 85
Long-Range Attack: +360 Light element emerges: +500
Special effects: 30% chance of Serious Bleeding (Lv3 Bad Diease effect, lose (caster lv*4) HP per 2s, last for 20s)
*Hawk fast Skill lv: 6 Range: Itself Target: Itself Casting time: 0.5s Cool time: 180.0s MP: 150
Special effects: 100% chance of Hawk fast (Lv3 Good General effect, All hit rate +30, chance of critical +10%, last for 180s)
*Primitive strength Skill lv: 8
Range: Itself
Target: Around user 2 cells Casting time: 0.2s
Cool time: 120.0s MP: 70
Special effects: 100% chance of Primitive strength (Lv1 Good General effect, light resistance +30, last for 120s)
*Rotation roundabout Skill lv: 10
Range: Itself
Target: Around enemy 3 cells Casting time: 0.4s
Cool time: 32.0s MP: 110
Long-Range Attack: +800 Light element emerges: +650
*Wolf's roar Skill lv: 12
Target: Itself Casting time: 0.2s Cool time: 300.0s MP: 120
Special effects: 100% chance of Wolf's roar (Lv6 Good General effect, Speed +2, Long-Range Attack +(caster lv*4), last for 300s)
*Python's teeth Skill lv: 14
Range: Itself
Target: Around enemy 3 cells Casting time: 1.0s
Cool time: 60.0s MP: 90
Special effects: 100% chance of Python's teeth (Lv4 Bad General effect, Chance of getting critical hit +70%, All resistance -40, last for 40s)
*Lightning shock Skill lv: 16
Range: Itself
Target: Around enemy 4 cells Casting time: 0.5s
Cool time: 60.0s MP: 180
Long-Range Attack: +1200 Light element emerges: +1500
Special effects: 70% chance of Shock (Lv2 Bad General effect, unable to attack/dodge, Speed -3, last for 5s) *Bear's Armor Skill lv: 18 Range: Itself Target: Itself Casting time: 0.0s Cool time: 300.0s MP: 180
Special effects: 100% chance of Bear's Armor (Lv1 Good Magic effect, Max HP +30%, Max MP +30%, last for 300s)
Skill lv: 20 Range: 6
Target: Around enemy 4 cells Casting time: 0.5s
Cool time: 110.0s MP: 180
Long-Range Attack: +1700 Light element emerges: +1800
Special effects: 80% chance of Half (Lv4 Bad General effect, MP consumption of the remaining 70%, Defense -50%, last for 20s)
*Dark fire Skill lv: 0 Range: 6
Target: Select One Casting time: 0.1s Cool time: 0.7s MP: 10
Magic Attack: +160
Dark element emerges: +250 *Rapid-fire
Skill lv: 2 Range: 7
Target: Select One Casting time: 0.4s Cool time: 6.0s MP: 50
Dark element emerges: +580 *Magic impact
Skill lv: 4 Range: 6
Target: Around enemy 2 cells Casting time: 0.4s
Cool time: 23.0s MP: 120
Magic Attack: +500
Dark element emerges: +700 *Demons burst
Skill lv: 6 Range: 6
Target: Select One Casting time: 0.4s Cool time: 34.0s MP: 140
Magic Attack: +900
Dark element emerges: +1300
Special effects: 60% chance of Hand of dead (Lv3 Bad Magic effect, unable to attack/move, magic dmg received +50%, last for 5s)
*Spirit's shield Skill lv: 8 Range: Itself Target: Itself Casting time: 0.2s Cool time: 100.0s MP: 160
Special effects: 100% chance of Spirit's shield (Lv3 Good Magic effect, All damages received -40%, Dark resistance +20, last for 100s)
*Chaos Strength Skill lv: 10
Range: Itself
Target: Around friends 2 cells Casting time: 1.0s
MP: 160
Special effects: 100% chance of Chaos Strength (Lv3 Good Magic effect, Dark element emerges +(caster lv*4), Concentration +20, last for 100s)
*Shadow prison Skill lv: 12
Range: 7
Target: Select One Casting time: 0.5s Cool time: 70.0s MP: 95
Special effects: 100% chance of Shadow prison (Lv4 Bad Magic effect, Speed -3, Hit-rate -20, last for 25s)
*Spectre of shells Skill lv: 14
Range: 7
Target: Special Area Casting time: 0.7s Cool time: 50.0s MP: 180
Magic Attack: +1500
Dark element emerges: +650
Special effects: 40% chance of Curse of darkness (Lv2 Bad Magic effect, Dark resistance -30, Critical Damage -50%, last for 30s)
*Devil destiny Skill lv: 16
Range: 6
Target: Select One Casting time: 1.0s Cool time: 90.0s MP: 180
Special effects: 100% chance of Devil destiny (Lv5 Bad Magic effect, -enemy's HP (caster lv*5) and give them to caster, last for 20s)
*Path of Destruction Skill lv: 18
Range: Itself
Casting time: 0.8s Cool time: 100.0s MP: 240
Special effects: 100% chance of Path of Destruction (Lv5 Bad General effect, run away from caster, lose (caster lv*12) HP per 2s, last for 10s)
*Evil god domain Skill lv: 20
Range: Itself
Target: Around enemy 3 cells Casting time: 1.5s
Cool time: 160.0s MP: 360
Magic Attack: +1500
Dark element emerges: +2200
Special effects: 60% chance of Epidemic (Lv4 Bad Poison effect, lose (caster lv*5) HP per 4s, lose (caster lv*4) MP per 4s, last for 30s)
NosMates
NosMates are Pets and partners that accompany you throughout your journey.
More information about catching and controlling NosMates are presented in this guide Guide by currycrab
Guide: NosMate FAQ
Pets
There are many types of pets in the world of NosTale. Some have high HP, some have high defence. Depending on your Class, you choose the pets that is best for you. Here, you can compare pet stats and choose which is the best for you.
Guide by LoneAngelz [GUIDE] Full Pet stats v0.1
(Guide not Complete)
Partners
Partners are NPC that you meet during a mission. They can be obtained from both TS and raids, currently. These Partners are:
• Bob, TS 25 • Tom, TS 32 • Kliff, TS 49
• Sakura, Namaju raid
As mentioned before, you may only have 3 partners by your side at one time. So, you will have to delete a partner or keep in a bead if you aquire more than 3. Unlike pets, Partners can use equipment as well. There are 4 equipment slots for partners: Armour, Weapon, Glove, and Shoe.
Armours and Weapons have to be converted to Partner equipment before your partner can use it. Gloves and Shoes doesnt require conversion.
Converting your Partner's equipment requires only sand of dona river and gold. First, you have to understand your partner's class.
• Bob, Archer Class • Tom, SwordsMan Class • Kliff, SwordsMan Class • Sakura, Mage Class
For example: If you want to equip a Bob. First find a Bow and a Archer armour. Then Bring it to Teoman Topp and click on the conversion tab. Place a Bow or Archer armour inside and click the Exchange button. (The amount of gold and sand needed to convert a equipment is based on the level of that equipment.)
Finally, to equip your Partner, click on his Portrait on your Charcter Page and double the Partner's equipment from your inventory.
*Special Case: You can also convert a Spell gun or Crossbow for Bob's weapon and a Dagger for Tom/Kliff's weapon.
Monsters
Monsters are enemies you face during your adventure. It is always an advantage to know about the monsters stats before trying to fight it. Here we present this wonderful guide that shows the stats of monsters and where you can find them.
Guide by Moja
Time-Space (TS)
Time-Spaces are part of quest. These Time-Spaces can be found in some maps and completing it will give you rewards.
There are many different types of TS, that includes: • Normal • Individual • Party • Raid Seal • Hunting • Instant • Maze Normal TS
Normal TS are those that you can see on the Map. The level required for the TS is shown on the map, or when you move over the TS stone.
Normal TS are part of the Main quest and they are COMPLUSARY to do. (Rewards of the Normal TS are explained later in the guide)
Individual TS
Individual TS are hidden TS.
Hidden TS can be made by first; finding the energy source with a dowsing stick and then producing a TS over the energy source.
(more information on using dowsing sticks are given later in the guide)
As the name implys, the TS can only be done INDIVIDUALLY. you may not enter the TS in party even if your party members are not entering that TS.
Like all Hidden TS, it is only good for 1 time use, and you must find the energy source if you want to repeat the TS.
Missions in Individual TS varies between different TS Individual TS rewards are like Normal TS, but only better.
Party TS
Party TS are hidden TS.
Missions in Party TS varies between different TS.
Party TS rewards are like Normal TS as well, but the rewards are much better than Individual TS.
Raid Seal TS
Raid Seal TS are hidden TS.
Raid Seal TS can only be completed ALONE.
Missions in Raid Seal TS varies between different TS.
All Raid Seal TS are generally long. May take 30 minutes to obtain 1 seal.
Raid Seal TS rewards are a Seal and some gold. With the seal, you may start a Raid.
Hunting TS
Hunting TS are hidden TS.
Hunting TS can be completed alone, by 2, or by 3.
Missions in Hunting TS is to kill all the monsters that spawn in the TS. Experience and Skill puts you in a advantage while doing this TS.
Most Hunting TS have Timer Rooms, where you need to start them in the correct order, or you will run out of time.
The only Reward for Hunting TS is gold.
Instant TS
Instant TS is a type of special TS.
You can enter this TS by double clicking on the Instant TS rock. All Instant TS are to be completed alone.
Missions in Instant TS varies between different TS.
Most Instant TS do not have reward as they are quest based.
Maze TS
Maze TS are hidden TS
Maze TS can only be completed ALONE
It may look like Individual TS, but the TS of this rock is used for a quest in the secret lab.
Lets learn about TS now,
To enter a Time-Space, first click in the time space as shown below.
After you clicked on the Time-Space, a screen like this will appear:
The “Draw Item” is a reward that can be obtained every time you do the TS. Before you enter, a list of rewards are showed. Just to be fair, the rewards will be jumbled up and shown as "?" when you finish the TS.
The “Special” is a reward which can only be received once. This reward will be given to you the first time you complete the TS and will not be received again when you repeat.
The “Bonus” is a reward which can be obtained every time you do the TS. The difference of the “Draw Item” and “Bonus” is that Bonus item is a fixed reward that doesn’t require you to choose, while Draw Item is reward Based on luck.
But do not worry. You will still obtain both types of reward.
To summarise the rewards received from completing TS; 1st Complete: Draw Item, Special, and Bonus
2nd Complete onwards: Draw Item, Bonus
(In some TS, you may notice that you receive a Sound Flower as a Bonus reward. This sound flower is not an item but a sub-quest. It randomly opens a quest suitable of your level and you have the option to complete or drop the quest.)
The “Start” button starts the TS. You will be moved to the map of that TS.
The “Record” button starts the TS as well. The difference between “Start” and
“Record” is that Record is “pay-to-enter” and if your score in the TS breaks the current record; your score, together with your character name will be recorded in the TS, and viewable to everybody.
(Every channel has its own TS records)
In some cases, you find that an extra button is available to you. This is the “Loser Mode”. The loser mode is only available when you fail the same TS more than twice. The advantage of loser mode is that you have double the time for completing the TS.
(*Note: if you fail a TS because you cannot defeat a certain Monster, I do not
encourage you to challenge Loser Mode, as the monsters are not “weakened” in any way.)
By challenging the loser Mode, you will only receive the Special and Bonus reward from the TS. You may not obtain the Draw item.
(*Note: By challenging the TS in loser mode, you lose dignity when you enter.
The Loser mode option is also not available after you complete the TS in loser mode.)
Complete and failure
Failing the TS will show up this message. You may not receive any reward and lose dignity for failing.
Hero Mission
There are some special TS that look purple in colour on the mini map. These special TS are called Hero mission. A hero mission marks the end of an Act.
Most hero missions come with great rewards, like new partners and rare items.
Instant Mission
Instant Missions are not TS, they are missions in TS.
Instant Missions may not give item rewards, but the reward it gives, (e.g, additional time or shortcuts) is useful in completing the TS that you are in.
Mission Screen
1) Mission map display: Shows the character’s current location and its surrounding maps.
2) Life: Shows the current life left of the TS. Prevent it from falling below 0 or you fail the TS.
3) Score: Shows the current score of the TS. Score can be obtained through Instant Mission, Point Increase (item), killing monsters.
4) Mission Accomplishment requirement: Shows the Requirement to complete the current TS. These may vary.
5) Time gauge: Shows the time left for the current TS. Finish the TS before it reach 0 or you will fail the TS.